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Found 3 results

  1. Please thank Dark Dante for his efforts in helping me with this! You can check out everyones' EP/GP Points (as well as gear rating) here: CLICK HERE What is EP/GP EPGP stands for Effort Points/Gear Points. Effort Points (EP) quantify the effort each member put towards the, hopefully common, guild goals. Gear Points (GP) quantify what loot each member got back in return. Loot priority (PR) is computed as the quotient of the two: PR = EP/GP The person with the higher PR gets the first say on loot. As a result, the more effort you put the more gear you receive. As a matter of fact, the gear you receive is proportional to the effort you put. EPGP is based on this simple principle, but there are some complexities that need to be dealt with which will be covered below. Decay In order to award recent effort more than past effort, which in effect avoids PR hoarding for veterans and enables new coming and dedicated members of a guild to be awarded properly, EPGP supports a decay mechanism. Decay simply removes a chunk of EP and GP from the totals, effectively leaving PR unchanged. For example, with a decay of 10% applied each week, for each 7 days that pass your effort's rewards get diminished by 10%. The effort you put 10 weeks ago will only be worth 34.8% of what it did when you received it . vVv Gaming decay = 10% Priming the system A loot system should behave reasonably not only in its steady state but also when new members join a guild and the guild's efforts. For this reason some extra parameters need to be setup. Base GP Base GP adds a certain GP to each member of a guild. This means the final GP of each member is: GP = BaseGP + RealGP. All PR computations happen on GP not BaseGP or RealGP. Decay also applies to GP as a whole but it only diminishes RealGP. As such GP can never be lower than BaseGP. For example, say we have BaseGP = 100 and RealGP = 10. Applying a 10% decay will result in RealGP = 0 for a total of 100 GP. Base GP prevents new recruits or long time inactive members from trumping your dedicated members just because their GP is 0 and thus their PR infinite. vVv Gaming Base GP =100 Min EP Min EP puts a limit, which members should exceed in order to have any loot priority. This is more or less an attendance check and a road block for new members to reach a point after which they can need on loot. Anyone below MinEP has in effect lower PR then everyone above MinEP even if their effective PR is higher. For example MinEP = 10000 and member A has 20000 EP and 4000 GP for 5 PR and member B has 1000 EP and 100 GP for 10 PR. In this case member A has higher priority for loot since he/she is above the MinEP threshold even though his/her PR is lower than member B. vVv Gaming Min EP = 0, (This will change with guild progression) Effort Points Effort points (EP) are given out of members of the guild for multiple activities/actions all depending on the guild's policies. Examples could be: Just because you are raiding or are on standby Killing bosses Wiping on new boss tries Being present until the end of raid Being extraordinarily helpful to the guild (Raid Leader discretion) Doing some grunt work no one wants to tackle (awarded solely by LordJerith) What is Gear Points Each weapon and armor piece in SWTOR has a certain Rating. Accessories: Ear, Implant and Relic do not have ratings, but will use the equivalent rating for the level of accessory, i.e. Rakata level 58 purple accessories = rating 140. Definitions Rating: The Rating of an item is what determines its item budget in the same rarity and slot Slot : The slot in which the item can be equipped Rarity : The rarity of an item. Examples are uncommon, rare, epic, legendary Tier : A loot tier. Normal is Tier 1, Hard is Lair Tier 2, and Nightmare is Tier 3 Class : Mercenary, Juggernaut, Sniper, Sorcerer, etc. Spec : DPS, Tank, healing, Blue Stats : The inherent stats of an item which do not depend on choices of SWTOR itemization. These are: armor of an item, min/max damage on a weapon. Gold Stats : All the stats that are not white stats on an item Effort Points Everyone will start with a Base EP of 100. There will be reoccurring EP based on the following 100 EP every 30 minutes, raids are usually 3-4 hours giving 600-800 EP per raid per player. Every boss in a raid is 500 EP with the last boss in the raid being 1K. First time boss kills are 2x EP, so the first time killing the first boss in an instance is 1K EP. This is the first time the GUILD kills the boss not the first a player was in on the kill. 100 EP bonus to everyone who stays for the entire raid 500 EP bonus to everyone that stays for a complete raid clear. VAR: (Max 500) Being extraordinarily helpful to the guild (Raid Leader discretion) VAR Doing grunt work no one wants to tackle (awarded solely by LordJerith) Decay Weekly (Every Thursday before raid) 10% global decay EP Penalties for first/second/third offense AFK without saying 50/100/200 Poor performance as determined by the raid leader 100/200/300 Raid leaders decision is allowed one appeal to LordJerith [*]Late to start or late returning from breaks 75/150/300 Gear Points Using http://www.torhead.c...el/50-50/page/1 as a possible loot table GP = Rating * iSlot * Tier Tier • Normal = 1 • Hard = 2 • Nightmare = 3 iSlot Ratings 2H weapon = 4 1H weapon 2.5 Chest, legs, head: 2 Hands, waist, feet, wrists, off-hand, AND Loot tokens (crystals, etc) 1 Ears, implants .5 Relics: 0.25 GP for http://www.torhead.com/item/DQAEoU would be 140 *1 * Tier= 140 GP * Tier Each class should have a EPGP officer that will determine the gear for each class spec and come up with an appropriate score for each item. Several sites provide class specific gear as well as which instance (raid) and level of the raid they drop from. GP for http://www.torhead.com/item/cnPAysn would be 140 *.5 * Tier= 70GP * Tier Note that although SWTOR did not assign a rating to the accessory, it is equal to all Rakata gear at that level. NOTE: GP will change as guild progresses and as we learn more about the differences between hard and nightmare modes of instances. Reference: http://www.epgpweb.com
  2. Gear Checks to determine player rating uses the follow forumula: ((Rhead+Rchest+Rlegs)*2)+Rhands+Rwaist+Rfeet+Rwrists+Rweapon* *Rweapon for dual wielders = (Rmain+Roff)/2 Highest Gear rated players have priority in raiding groups. In short, they get picked first. NOTE: As the guild progresses, PvP gear will eventually be assigned a penalty of -2 to the rating of the item. SO, a item of rating 120 will become 118. All gear with the Expertise stat will get this penalty. Please keep in mind to raid with us you will need a gear rating of: 1386 - Minimum Amount for Normal Raids. 1496 - Minimum Amount for Nightmare Raids.
  3. I know that many people get very emotional about Loot, so I wll give you two chices: In Rift, we used a variation of EFFECTIVE DKP A variation of the standard DKP system but uses the 60-day attendance% to determine a person's current DKP, hence effective. This system fights inflation in the way that loot is awarded by activity. If Member A has been in the guild for one year and earned 1000 DKP total and Member B joined 4 months ago and only has 300 DKP; however, Member A has slowed down on his attendance to around 30% of the total raids while Member B has been very active with 100% attendance, the effective DKP of both players will be: Member A - 1000 DKP * .3 = 300 DKP Member B - 300 DKP * 1.00 = 300 DKP This sets them both at par with each other simply because of attendance, rewarding even new players based on their activity. This system most of all, puts a great value into activity. Even old members who have accumulated enormous amounts of DKP will need to sustain what they earned with attendance. The cost of the item comes from the amount of DKP earned, the effective DKP total is only used to determine the winner of an item. In SWTOR, we would like to consider a EP/GP Model EPGP stands for Effort Points/Gear Points. Effort Points (EP) quantify the effort each member put towards the, hopefully common, guild goals. Gear Points (GP) quantify what loot each member got back in return. Loot priority (PR) is computed as the quotient of the two: PR = EP/GP The person with the higher PR gets the first say on loot. As a result, the more effort you put the more gear you receive. As a matter of fact, the gear you receive is proportional to the effort you put. EPGP is based on this simple principle, but there are some complexities that need to be dealt with which will be covered below. Decay In order to award recent effort more than past effort, which in effect avoids PR hoarding for veterans and enables new coming and dedicated members of a guild to be awarded properly, EPGP supports a decay mechanism. Decay simply removes a chunk of EP and GP from the totals, effectively leaving PR unchanged. For example with a decay of 10% applied each week, for each 7 days that pass your effort's rewards get diminished by 10%. The effort you put 10 weeks ago will only be worth 34.8% of what it did when you received it ( (1-0.1)10). Priming the system A loot system should behave reasonably not only in its steady state but also when new members join a guild and the guild's efforts. For this reason some extra parameters need to be setup. Base GP Base GP adds a certain GP to each member of a guild. This means the final GP of each member is: GP = BaseGP + RealGP. All PR computations happen on GP not BaseGP or RealGP. Decay also applies to GP as a whole but it only diminishes RealGP. As such GP can never be lower than BaseGP. For example, say we have BaseGP = 100 and RealGP = 10. Applying a 10% decay will result in RealGP = 0 for a total of 100 GP. Base GP prevents new recruits or long time inactive members from trumping your dedicated members just because their GP is 0 and thus their PR infinite. Min EP Min EP puts a limit, which members should exceed in order to have any loot priority. This is more or less an attendance check and a road block for new members to reach a point after which they can need on loot. Anyone below MinEP has in effect lower PR then everyone above MinEP even if their effective PR is higher. For example MinEP = 10000 and member A has 20000 EP and 4000 GP for 5 PR and member B has 1000 EP and 100 GP for 10 PR. In this case member A has higher priority for loot since he/she is above the MinEP threshold even though his/her PR is lower than member B. Which would you prefer? Why?

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